Assumptions/Implications of PSOne Architecture

On this page we briefly look at the first version of a Recognition Act architecture formulated by Allan Newell. The intent was to define an information processing architecture that might capture some of the important information processing features of the human mind. This type architecture became known as production rule systems and have been used widely in AI research and applications. Listed below are some of the major assumptions about the architecture of the mind that Newell incorporated into this production rule system that he referred to as PSOne. (Note the term STM and WM are used interchangeably below.)
  • Recognition - Act Cycle (as opposed to Fetch - Execute)
  • Dependence on Momentary State of STM
  • Limit on STM
  • Knowledge organized by function rather than by name--supports a content-directed retrieval (pattern-matching) rather than an address-directed retrieval.
  • All knowledge as production rules
  • Assumption of Unreliable STM: The contents of STM are sufficiently variable, noisy and unreliable that the subject will adopt production systems with lower risk from STM unreliability.
  • Principle of Coupled Systems: When attempting to behave reliably the subject uses production systems where early evoked productions produce guarantees on the contents of STM that can be utilized by later productions (thereby coupling the productions together).

The example provided below is taken from:

Newell, A. "Production Systems: Models of Control Structures." In W.G. Chase (Ed.), Visual Information Processing. NY: Academic Press, 1973. Pp. 463-525.

In this model it is assumed that all knowledge is held in a long term memory (LTM) in the form of production rules. A production rule consists of two parts, a left hand side (LHS) which consists of a set of expressions and a right hand side (RHS) that consists of a set of actions. The LHS represent a condition for the rules potential use. If the expressions of the LHS of the rule match the contents of working memory (WM) then the rule is said to be applicable. If the rule is applied, then the action side is executed. The actions consist of writing elements to STM, transferring elements from STM to LTM (in the case of learning or remembering), and carrying out actions in the world.

This is obviously a contrived example but it illustrates most of the basic ideas. The example is also animated below. Note that the '**' that appears on the right hand sides of PD1 and PD2 is a notation that can be thought of as a variable that is bound to the first element of the left hand side of the rule. It is useful to think of the left hand side or condition portion of the rule as the "access path" to the right hand side. And, in production systems any bindings of variables on the left hand side are passed to the variables referenced on the right hand side.

Illustrative Production Rule Example

LTM

PD1: (AA And BB -> (OLD **))

PD2: (CC And BB -> (Say Hi)(OLD **))

PD3: (DD And (EE) -> BB)

PD4: (AA -> CC DD)

The production rules for this example are shown on the left. There are four rules that are relevant to this example. Note that the rules are presumed to be stored in LTM, a long term memory where it is assumed all knowledge is stored. Production Rules represent the form in which all knowledge is represented.

Starting with PD4, this rule is read as:

if the symbol AA is in STM then write the symbols CC and DD into STM.

WM

Input AA -> ("seeing someone coming toward you")

(AA QQ (EE FF) RR SS)

PD4 "retrieve information about acquaintances"

(DD CC AA QQ (EE FF))

PD3 "choose appropriate greeting"

(BB DD (EE FF ) CC AA)

PD1 "mark recognition as complete"

((OLD AA) BB DD (EE FF) CC)

PD2 "generate greeting and mark as complete"

((OLD CC) BB (OLD AA) DD (EE FF)

PD3 has a similar reading. PD1 and PD2 are somewhat different since these rules serve to prevent certain symbols from being matched. Newell's intention is to make the control of reasoning totally explicit and this is an example of that intent.

PD1 is read as:

if the symbols AA and BB are somewhere in STM then change AA to be marked as OLD(AA).

Below the rules is a trace of the operation of this set of rules on a particular input. In order to impart some sort of meaning to this example, I have shown in italics an interpretation of what might be going on. This interpretation is only to help you get into the example­ignore it if you find it confusing and simply view the example syntactically.

The process begins when the symbols AA appear in STM. These symbols arrive as input. The current memory is shown as a list enclosed in parenthesis. In this case the memory contains (AA QQ (EE FF) ...). This list is assumed to be ordered, i.e., AA is the first element, QQ the second, (EE FF) the third, and so on.

This ordering is important because Newell assumes that WM is bounded, that is, it can only contain some fixed number of elements. When the bound is exceeded, it is assumed that elements on the list that are in a position greater than the bound are lost from working memory. In this example the bound is assumed to be five.

 Once the AA appears in working memory, the 'if clause' of PD4 matches symbols on working memory. As a result of the execution of the right hand side of PD4 working memory becomes (DD CC AA QQ (EE FF).

The box to left provides an animation of the same material that is shown in the trace above. Note the way in which the elements are rearranged after each application of a production rule. The rule for this version of the production rule system is that any new symbols are written at the head of the list.

Next any symbols that have been used in the match of the LHS are moved to the next available positions. If any symbols exceed the bound, then they are deleted from WM.

Human Cognition - Table of Contents

 © Charles F. Schmidt